Change the behavior of AO pass in Blender internal's shader/render node tree so that...
authoririe <irie@954f8c5b-7b00-dc11-b283-0030488c597c>
Tue, 12 Nov 2013 10:59:40 +0000 (10:59 +0000)
committeririe <irie@954f8c5b-7b00-dc11-b283-0030488c597c>
Tue, 12 Nov 2013 10:59:40 +0000 (10:59 +0000)
commitb209f9f250e22aea4e0a7fa2a1620ef3f594c754
treeb6a4961f59965a017c143b9c6355c2bfcf7f22bd
parent52ef33736967060169173bf59378b7f380ee61b5
Change the behavior of AO pass in Blender internal's shader/render node tree so that it becomes (1.0, 1.0, 1.0) when AO is disabled.

For materials using AO pass, this makes the material preview and the GLSL
preview more accurate, but shouldn't affect final rendering in most cases
because we usually enable AO when using the AO pass in node tree.

Thanks to Brecht for code review.

git-svn-id: https://svn.blender.org/svnroot/bf-blender/trunk@61235 954f8c5b-7b00-dc11-b283-0030488c597c
blender/source/blender/gpu/shaders/gpu_shader_material.glsl
blender/source/blender/nodes/shader/nodes/node_shader_material.c
blender/source/blender/render/intern/source/shadeoutput.c